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Pre-Alpha Tester
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About 39of42

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  1. Armour ideas

    I think that there will be indroduced a kind of individual armor system when PvP comes out. Without armor the ground combat doesn`t make any sense and different armor types shouldn't cause problems with performance.
  2. Hows about grav-generators are able to accelerate objects in ships relativ to the ships down to zero velocity? (or just set obejects to zero velocity inide a dynamic objekt) So your unmountet stuff don't bump in your ship around and damage it from the inside.
  3. ! Better elements !

    Whats about having elements/systems beeing made of modular components (with positiv and negativ stats) like weapons and armor in Fallout 4. And to make things interesting and to come back to the Triangle thought, modules (with different advantages like higher max stats distribution limits & stuff) which allow to change stats. As example for energie/skill/processing power distribution: Offense <-> Defense <-> Utility Fire control system <-> Firerate/Damage <-> *placeholder* / Shields - Armorsubsystems/Repair - Damagecontroll / roation <-> forward thrust <-> FTL Range <-> tracking / Energie efficiency <->Firerate <-> Damage / magazine reload/recharge speed <-> maintance.thing front shieldbooster <-> aft shieldbooster <-> left shieldbooster <-> right shieldbooster / *something dependen on future game mechanics <-> and soemthing with scrap / something with forcefields <-> explosion suppression systems rotaions speed <-> energie efficiency / thrust <-> energie efficiency / recharge <-> speed <-> energy efficency (I hope that it is understandable) #Different element-types have a different kind of modifiactions/modules #keeps player busy # I love complexity # another irrelevant comment keep in mind that while you planning or doing something else than waiting, you dont wait.
  4. Combat Style!

    How's the idea about having the game client calciulating a number, which is represent the theoretical average hitting rate based on local data (for a short time), which could affect the target hitting chance in a positiv or a negativ way. So that a gunner can have at least a little bit a FPS experience. Another idea is that a gunner has the ability to controll the turrets facing direction (while not shooting) so you can position it for somewhat complicated maneuver to use a slow turning turret more efficient.